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The best part of the game is the end, a nice twist for a small game (and two endings! I'm personally a fan of a "lose"-ending as well). Love that. The character style reminds me a lot from the rather "modern" pixel-styles like: Papers-Please, Superbrothers: Sword & Sworcery or Kingdom: New Lands, which is great as I feel it pushes the style further. The environment is a bit basic in contrast and I think it would have been great with just some more static details (nature, rocks etc.), this would also help with navigation as the different screen have very little differences.

The game-play itself is a bit basic, and while I like the combo attack (the animation looks great!), it lacks depth. I get that the focus of the game is more or less the endings, and the point of the fighting is too support the story. But because you made the game quite longish (for what you can do), it really feels like the combat should have had more depth, and the game ends up feeling like its missing something (how the combat can be improved I think you already know, so I will skip that). I also would have liked too see a lot more more clues to the story within the game-play. Like the characters you are fighting might say something at times, or there are notes and/or things that does not look right in his hallucination.

My point is basically: If the main point of the game is its endings, informed by the context the player finds him/herself in and there are few mechanics or clues: keep it short. You want to avoid the player feeling repetition or that the game drags on.

A nice game with a twist! Fits the theme well. Hope too see more. Cheers.

Thanks for the detailed feedback! It really helps to get such a detailed feedback as I personally start losing the 'feel' for the game as I develop it. The testing over and over gets you so used to the mechanics that I'm struggling to judge if it's still fun or feeling like a drag. Anyways, I really appreciate your criticism.